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Comparing libgender/view.C (file contents):
Revision 1.25 by root, Wed Oct 6 09:40:50 2004 UTC vs.
Revision 1.66 by root, Fri Oct 29 23:27:02 2004 UTC

1#include <cmath> 1#include <cmath>
2 2
3#include "opengl.h"
4
5#include "view.h"
3#include "oct.h" 6#include "oct.h"
4#include "view.h" 7
8using namespace gl;
9
10vector<GLuint> occ_query_objects;
11
12static GLuint begin_occ_query ()
13{
14 GLuint id;
15
16 if (occ_query_objects.size ())
17 {
18 id = *(occ_query_objects.end () - 1);
19 occ_query_objects.pop_back ();
20 }
21 else
22 glGenQueries (1, &id);
23
24 glBeginQuery (GL_SAMPLES_PASSED, id);
25 return id;
26}
27
28inline void end_occ_query ()
29{
30 glEndQuery (GL_SAMPLES_PASSED);
31}
32
33static GLuint occ_query_result (GLuint id)
34{
35 GLuint count;
36
37 glGetQueryObjectuiv (id, GL_QUERY_RESULT, &count);
38 occ_query_objects.push_back (id);
39
40 return count;
41}
5 42
6view::view () 43view::view ()
7: gamma(1.0) 44: gamma(1.0), nz_near (1.F), nz_far (2.F)
8{ 45{
9} 46}
10 47
11view::~view () 48view::~view ()
12{ 49{
13} 50}
14 51
52void view::begin_occ_query (recv_occ_query &recv, void *id)
53{
54 occ_queries.push_back (oq_data (&recv, ::begin_occ_query (), id));
55}
56
57void view::end_occ_query ()
58{
59 ::end_occ_query ();
60}
61
15bool view::may_draw (entity_base *e) 62bool view::may_draw (const entity *e)
16{ 63{
17 if (drawn.find (e) != drawn.end ()) 64 if (drawn.find (e) != drawn.end ())
18 return false; 65 return false;
19 66
20 drawn.insert (e); 67 drawn.insert (e);
21 return true; 68 return true;
22} 69}
23 70
71visibility_base *visible::get_visibility (view &ctx)
72{
73 view::visibility_map::iterator i = ctx.vismap.find (this);
74 visibility_base *vs;
75
76 if (i == ctx.vismap.end ())
77 {
78 vs = new_visibility ();
79 ctx.vismap.insert (view::visibility_map::value_type (this, vs));
80 }
81 else
82 {
83 vs = i->second;
84
85 if (vs->generation != ctx.generation)
86 {
87 if (vs->generation + 1 != ctx.generation)
88 clear_visibility (vs);
89
90 vs->generation = ctx.generation;
91 }
92 }
93
94 return vs;
95}
96
24void view::reset_projection () 97void view::reset_projection ()
25{ 98{
26 renormalize (orig, p); 99 renormalize (orig, p);
27 100
28 glViewport (0, 0, w, h); 101 glViewport (0, 0, w, h);
29 102
30 glMatrixMode (GL_PROJECTION); 103 glMatrixMode (GL_PROJECTION);
31 glLoadIdentity (); 104 glLoadIdentity ();
32 105
33 GLdouble aspect = (GLdouble)w/h; 106 GLdouble aspect = (GLdouble)w/h;
34 GLdouble zNear = 0.1; 107 GLdouble ftan = tan (fov * (.5 * M_PI / 180.));
35 GLdouble zFar = 50.; 108 GLdouble ymax = z_near * ftan;
109 GLdouble xmax = ymax * aspect;
36 110
37 GLdouble ymax = zNear * tan (fov * (M_PI / 360.0));
38 glFrustum (-ymax * aspect, ymax * aspect, -ymax, ymax, zNear, zFar); 111 glFrustum (-xmax, xmax, -ymax, ymax, z_near, z_far);
112
113 perspfact = z_near / ymax * 0.5F * h;
39 114
40 d = normalize (d);//D 115 d = normalize (d);//D
41 u = normalize (u);//D 116 u = normalize (u);//D
117
42 vec3 rz = -d; 118 vec3 rz = -d;
43 vec3 rx = cross (u, rz); 119 vec3 rx = cross (u, rz);
44 vec3 ry = cross (rz, rx); 120 vec3 ry = cross (rz, rx);
45 121
46 matrix &m = projection; 122 matrix &m = projection;
47 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0; 123 m(0,0) = rx.x; m(0,1) = rx.y; m(0,2) = rx.z; m(0,3) = 0;
48 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0; 124 m(1,0) = ry.x; m(1,1) = ry.y; m(1,2) = ry.z; m(1,3) = 0;
49 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0; 125 m(2,0) = rz.x; m(2,1) = rz.y; m(2,2) = rz.z; m(2,3) = 0;
50 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1; 126 m(3,0) = 0; m(3,1) = 0; m(3,2) = 0; m(3,3) = 1;
51 127
52 glMultMatrixf ((GLfloat *)m.data); 128 diagfact = abs (rz.x) + abs (rz.y) + abs (rz.z);
129 //printf ("diagfact = %f\n", diagfact);
130 diagfact = sqrtf (3.);//D WHY???
53 131
132 glMultMatrixf (m);
133 glTranslatef (-p.x, -p.y, -p.z);
134
54 glGetFloatv (GL_PROJECTION_MATRIX, (GLfloat *)&m); 135 glGetFloatv (GL_PROJECTION_MATRIX, m);
55 136
56 frustum.l = plane ( m(3,0) + m(0,0), m(3,1) + m(0,1), m(3,2) + m(0,2), m(3,3) + m(0,3) ); 137 frustum.l = plane ( m(3,0) + m(0,0), m(3,1) + m(0,1), m(3,2) + m(0,2), m(3,3) + m(0,3) );
57 frustum.r = plane ( m(3,0) - m(0,0), m(3,1) - m(0,1), m(3,2) - m(0,2), m(3,3) - m(0,3) ); 138 frustum.r = plane ( m(3,0) - m(0,0), m(3,1) - m(0,1), m(3,2) - m(0,2), m(3,3) - m(0,3) );
58 frustum.b = plane ( m(3,0) + m(1,0), m(3,1) + m(1,1), m(3,2) + m(1,2), m(3,3) + m(1,3) ); 139 frustum.b = plane ( m(3,0) + m(1,0), m(3,1) + m(1,1), m(3,2) + m(1,2), m(3,3) + m(1,3) );
59 frustum.t = plane ( m(3,0) - m(1,0), m(3,1) - m(1,1), m(3,2) - m(1,2), m(3,3) - m(1,3) ); 140 frustum.t = plane ( m(3,0) - m(1,0), m(3,1) - m(1,1), m(3,2) - m(1,2), m(3,3) - m(1,3) );
60 frustum.n = plane ( m(3,0) + m(2,0), m(3,1) + m(2,1), m(3,2) + m(2,2), m(3,3) + m(2,3) ); 141 frustum.n = plane ( m(3,0) + m(2,0), m(3,1) + m(2,1), m(3,2) + m(2,2), m(3,3) + m(2,3) );
61 frustum.f = plane ( m(3,0) - m(2,0), m(3,1) - m(2,1), m(3,2) - m(2,2), m(3,3) - m(2,3) ); 142 frustum.f = plane ( m(3,0) - m(2,0), m(3,1) - m(2,1), m(3,2) - m(2,2), m(3,3) - m(2,3) );
62 143
144 {
145 GLdouble frustlen = z_far - z_near;
146 GLdouble fheight = frustlen * ftan;
147 GLdouble fwidth = fheight * w / h;
148 point half (0, 0, z_near + frustlen * .5);
149 point corner (fwidth, fheight, frustlen);
150
151 frustum.s = sphere (p + d * (.5 * frustlen), length (corner - half));
152 }
153
154 {
155 GLdouble depth = h / ftan;
156
157 frustum.c = cone (p, d, atan (sqrt (GLdouble (w * w + h * h)) * ftan / h));
158 }
159
63 glMatrixMode (GL_MODELVIEW); 160 glMatrixMode (GL_MODELVIEW);
64 glLoadIdentity (); 161 glLoadIdentity ();
65 glTranslatef (-p.x, -p.y, -p.z);
66} 162}
67 163
68void view::begin () 164void view::begin ()
69{ 165{
70 vismap.clear (); 166 generation++;
167
71 vislist.clear (); 168 vislist.clear ();
72 169
73 generation++; 170 z_near = max (nz_near, 1.F);
171 z_far = max (nz_far, z_near * 2.F);
172 c_far = nc_far;
74 173
75 reset_projection (); 174 reset_projection ();
76 175
77 // check occlusion queries here 176 nz_near = 100.;
78#if 0 177 nc_far = nz_far = 1.F;
79 for (vector<octant *>::iterator i = checklist.begin (); i != checklist.end (); ++i)
80 //printf ("%p %d\n", *i, occ_query_result ((*i)->occ_query));
81 occ_query_result ((*i)->occ_query);
82
83 checklist.clear ();
84#endif
85
86 world.detect_visibility (*this);
87} 178}
88 179
89void view::end () 180void view::end ()
90{ 181{
91 vismap.clear (); 182 vislist.clear ();
92} 183}
93 184
94void view::pass (enum mode m) 185#define DEPTH_OFFSET (1. / (GLdouble)(1L << 16))
95{
96 mode = m;
97 186
98 glDisable (GL_ALPHA_TEST); 187void view::render (enum pass p)
99 glDisable (GL_BLEND); 188{
189 pass = p;
100 190
101 if (mode == view::DEPTH) 191 switch (pass)
102 { 192 {
193 case DEPTH:
194 glColorMask (1, 1, 1, 1);
195 glDepthMask (1);
196
197 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
198
199 //glEnable (GL_STENCIL_TEST); // for depth-passes
200 //glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
201 //glStencilFunc (GL_LESS, 1, 255);
202
103 glEnable (GL_POLYGON_OFFSET_FILL); 203 //glEnable (GL_POLYGON_OFFSET_FILL);
104 glPolygonOffset (0, 1); 204 //glPolygonOffset (0, 5);
205 glDisable (GL_MINMAX);
206 glDepthRange (DEPTH_OFFSET, 1.);
105 glDepthFunc (GL_LESS); 207 glDepthFunc (GL_LESS);
106 glDisable (GL_LIGHTING); 208 glEnable (GL_DEPTH_TEST);
107 glColorMask (0, 0, 0, 0); 209 glColorMask (0, 0, 0, 0);
108 cgGLEnableProfile (vsh_profile);// z-fighting?? 210 glDisable (GL_DEPTH_CLAMP_NV);
109 cgGLDisableProfile (fsh_profile); 211
110 } 212 world.detect_visibility (*this);
111 else 213
112 { 214 break;
113 glEnable (GL_MINMAX); 215
114 glDisable (GL_POLYGON_OFFSET_FILL); 216 case POSTDEPTH:
217 glDepthRange (0., 1. - DEPTH_OFFSET);
115 glDepthFunc (GL_LESS); 218 glDepthFunc (GL_LESS);
219 glColorMask (0, 0, 0, 0);
116 glDepthMask (0); 220 glDepthMask (0);
117 cgGLEnableProfile (vsh_profile); 221 glEnable (GL_DEPTH_CLAMP_NV);
118 cgGLEnableProfile (fsh_profile); 222 glDisable (GL_STENCIL_TEST);
223
224 // check occlusion queries
225 for (vector<oq_data>::iterator i = occ_queries.begin (); i != occ_queries.end (); ++i)
226 {
227 occ_query oq(*this, i->data, ::occ_query_result (i->id));
228 i->recv->event (oq);
229 }
230
231 occ_queries.clear ();
232
233 break;
234
235 case LIGHTED:
236 glClear (GL_STENCIL_BUFFER_BIT);
237 //glEnable (GL_STENCIL_TEST);
238 glEnable (GL_MINMAX);
239 glDepthRange (0., 1. - DEPTH_OFFSET);
240 glDepthFunc (GL_LESS);
241 glColorMask (1, 1, 1, 1);
242 glDepthMask (0);
243 glDisable (GL_DEPTH_CLAMP_NV);
244
245 break;
119 } 246 }
120 247
121 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i) 248 for (vector<octant *>::iterator i = vislist.begin (); i != vislist.end (); ++i)
122 (*i)->display (*this); 249 (*i)->display (*this);
123 250
251 if (pass == LIGHTED)
252 printf ("fps %f NF %f:%f vis %d CAM (%d,%d,%d)\n", timer.fps, z_near, z_far, drawn.size (), orig.x, orig.y, orig.z);//D
253
124 drawn.clear (); 254 drawn.clear ();
125 255
256#if 0
126 if (mode == view::DEPTH) 257 if (pass == view::DEPTH)
127 { 258 {
128 static int count; count++; 259 glEnable (GL_DEPTH_CLAMP_NV);
129 if (farlist.size ()) 260 glDepthMask (0);
130 printf ("%d: size %d\n", count, farlist.size ());
131
132 glDepthFunc (GL_LEQUAL); 261 glDepthFunc (GL_LESS);
262
133 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i) 263 for (vector<octant *>::iterator i = farlist.begin (); i != farlist.end (); ++i)
264 {
265 begin_occ_query (**i);
134 (*i)->draw_bbox (*this); 266 (*i)->draw_bbox (*this);
135 267 end_occ_query ();
136 farlist.clear ();
137 } 268 }
138 269
139 glColorMask (1, 1, 1, 0); 270 glDisable (GL_DEPTH_CLAMP_NV);
140 glDepthMask (1); 271 }
272#endif
141} 273}
142 274
143 275

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